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更新相关链接到 v3.4 (cocos#1919)
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en/CONTRIBUTING.md

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URL link format: **[url document name]\(url document directory)**. Use half-width English punctuation, and no spaces between [] and ()
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> e.g: [Mask API]\(\_\_APIDOC\_\_/en/#/docs/3.3/en/ui/Class/Mask). Use **.html** for file name suffixes across documents
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> e.g: [Mask API]\(\_\_APIDOC\_\_/en/#/docs/3.4/en/ui/Class/Mask). Use **.html** for file name suffixes across documents
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## Use bold between adjacent text
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en/advanced-topics/dynamic-atlas.md

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## Enable and Disable Dynamic Atlas
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During initialization, Cocos Creator sets different [CLEANUP_IMAGE_CACHE](__APIDOC__/en/#/docs/3.3/en/core/ObjectLiteral/macro?id=cleanup_image_cache) parameter for different platforms, and when `CLEANUP_IMAGE_CACHE` is disabled, dynamic atlas will be enabled by default. <br>
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During initialization, Cocos Creator sets different [CLEANUP_IMAGE_CACHE](__APIDOC__/en/#/docs/3.4/en/core/ObjectLiteral/macro?id=cleanup_image_cache) parameter for different platforms, and when `CLEANUP_IMAGE_CACHE` is disabled, dynamic atlas will be enabled by default. <br>
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Enabling dynamic atlas will take up extra memory, and the size of the memory used varies by platform. It is currently disabled by default on mini games and native platforms, but it is recommended to turn it on if your project still has room in memory.
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**If you want to force dynamic atlas to be enabled**, please add the following code to your code:

en/animation/animation-component.md

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#### Playing animations
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The Animation Component controls the playback of the specified animation via the [play()](__APIDOC__/en/#/docs/3.3/en/animation/Class/Animation?id=play) API, e.g:
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The Animation Component controls the playback of the specified animation via the [play()](__APIDOC__/en/#/docs/3.4/en/animation/Class/Animation?id=play) API, e.g:
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```ts
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// Play the animation state 'idle'
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#### Switching animation
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When using the `play` interface to play an animation, if there are other animations playing at the same time, the other animations will be stopped immediately. This switch is very abrupt, and in some cases we want the switch to be a "fade in and fade out" effect, use [crossFade()](__APIDOC__/en/#/docs/3.3/en/animation/Class/Animation?id=crossfade) to smoothly complete the switch within the specified period. For example:
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When using the `play` interface to play an animation, if there are other animations playing at the same time, the other animations will be stopped immediately. This switch is very abrupt, and in some cases we want the switch to be a "fade in and fade out" effect, use [crossFade()](__APIDOC__/en/#/docs/3.4/en/animation/Class/Animation?id=crossfade) to smoothly complete the switch within the specified period. For example:
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```ts
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// Play the animation state 'walk'
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Even so, the Animation Component provides `pause()`, `resume()`, and `stop()` methods that pause, resume, and stop all the animation states being played while also pausing, resuming, and stopping the animation switching.
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For more details about the control interface related to the Animation Component, please refer to the [Class Animation](__APIDOC__/en/#/docs/3.3/en/animation/Class/Animation).
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For more details about the control interface related to the Animation Component, please refer to the [Class Animation](__APIDOC__/en/#/docs/3.4/en/animation/Class/Animation).
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## Animation State
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- `lastframe`: if the animation loop is greater than 1, triggered when the animation reaches the last frame.
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- `finished`: trigger when the animation is finished.
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For more details, please refer to the [Animation.EventType](__APIDOC__/en/#/docs/3.3/en/animation/Class/Animation?id=eventtype) API.
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For more details, please refer to the [Animation.EventType](__APIDOC__/en/#/docs/3.4/en/animation/Class/Animation?id=eventtype) API.

en/animation/animation-state.md

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Animation clips only describe the animation data of a certain type of object, such as a character running, walking, jumping, etc., but are not bound to the specific object to be animated. Animation states are Animation Clips that are used to control the animation on a certain object, similar to a player. In addition to providing simple control functions that are also available for Animation components, they also provide more animation information and an animation control interface that allows control of animation playback such as speed control, setting loop mode, etc. An Animation Clip can be used by multiple animation states at the same time.
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Animation states are managed by [Class `AnimationState`](__APIDOC__/en/#/docs/3.3/en/animation/Class/AnimationState).
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Animation states are managed by [Class `AnimationState`](__APIDOC__/en/#/docs/3.4/en/animation/Class/AnimationState).
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## Setting the playback speed
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First get the animation state by [getState()](__APIDOC__/en/#/docs/3.3/en/animation/Class/Animation?id=getstate):
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First get the animation state by [getState()](__APIDOC__/en/#/docs/3.4/en/animation/Class/Animation?id=getstate):
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```ts
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// Get the Animation component
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The playback position of the animation at any given moment is called **progress time**, so the progress time is always in the range `[0, animation period]`.
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- The **cumulative play time** is obtained from the [time](__APIDOC__/en/#/docs/3.3/en/animation/Class/AnimationState?id=time) field of `AnimationState`, and can be set explicitly.
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- The **progress time** is obtained from the [current](__APIDOC__/en/#/docs/3.3/en/animation/Class/AnimationState?id=current) field of `AnimationState`, and is **read-only**.
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- The **cumulative play time** is obtained from the [time](__APIDOC__/en/#/docs/3.4/en/animation/Class/AnimationState?id=time) field of `AnimationState`, and can be set explicitly.
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- The **progress time** is obtained from the [current](__APIDOC__/en/#/docs/3.4/en/animation/Class/AnimationState?id=current) field of `AnimationState`, and is **read-only**.
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The wrap mode and repeat count of the animation determines the progress time of the animation when it reaches a certain time, whether the **cumulative play time** is increased by time or changed by direct setting, the **progress time** will be changed accordingly.
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## Wrap Mode and Repeat Count
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Animation can be played to the end and stop, or it can be looped all the time, or it can be played to the end and then looped from the end to the beginning, these are collectively called wrap modes and are represented by the enumeration [`AnimationClip.WrapMode`](__APIDOC__/en/#/docs/3.3/en/animation/Class/AnimationState?id=wrapmode), the following are included:
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Animation can be played to the end and stop, or it can be looped all the time, or it can be played to the end and then looped from the end to the beginning, these are collectively called wrap modes and are represented by the enumeration [`AnimationClip.WrapMode`](__APIDOC__/en/#/docs/3.4/en/animation/Class/AnimationState?id=wrapmode), the following are included:
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| Wrap Mode | Description |
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| :--- | :--- |
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![Playback control](./animation-state/playback-control.svg)
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The animation state allows getting information about all the animations in order to use this information to determine what needs to be done. For more interfaces, please refer to [Class `AnimationState`](__APIDOC__/en/#/docs/3.3/en/animation/Class/AnimationState).
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The animation state allows getting information about all the animations in order to use this information to determine what needs to be done. For more interfaces, please refer to [Class `AnimationState`](__APIDOC__/en/#/docs/3.4/en/animation/Class/AnimationState).

en/animation/index.md

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- [Marionette Animation System](./marionette/index.md): added in v3.4 and implements an automated and reusable skeletal animation process controlled by a state machine.
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According to different animation requirements, the operation steps and code implementation for specific animations are different, please refer to the official example [animation](https://github.com/cocos-creator/test-cases-3d/tree/v3.3/assets/cases/animation), which mainly introduces some common editing operations and code examples for reference.
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According to different animation requirements, the operation steps and code implementation for specific animations are different, please refer to the official example [animation](https://github.com/cocos-creator/test-cases-3d/tree/v3.4/assets/cases/animation), which mainly introduces some common editing operations and code examples for reference.

en/animation/joint-texture-layout.md

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## Joint texture layout settings
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Use the **instanced-skinning** scenario from the example project [show-cases](https://github.com/cocos-creator/example-3d/tree/v3.3/show-cases/assets/scenes) as an example to see how the joint texture layout is set up and how it works. The following figure shows a sample scene.
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Use the **instanced-skinning** scenario from the example project [show-cases](https://github.com/cocos-creator/example-3d/tree/v3.4/show-cases/assets/scenes) as an example to see how the joint texture layout is set up and how it works. The following figure shows a sample scene.
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The following figure shows a sample scenario with multiple instances from the same model, playing completely different animations at the same time. Notice the current scene, plus the UI, has a total Drawcall of 60 and an instance count of 0. This state will be used as the basis for later changes to compare.
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en/animation/skeletal-animation.md

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- When `useBakedAnimation` is enabled, the pre-baked skeletal animation system is used.
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- When `useBakedAnimation` is disabled, the real-time computed skeletal animation system will be used.
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For the component interface of skeletal animation, please refer to the [SkeletalAnimation API](__APIDOC__/en/#/docs/3.3/en/animation/Class/SkeletalAnimation).
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For the component interface of skeletal animation, please refer to the [SkeletalAnimation API](__APIDOC__/en/#/docs/3.4/en/animation/Class/SkeletalAnimation).
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## Pre-baked Skeletal Animation System
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en/animation/use-animation-curve.md

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- If the curve value is of type `number`, `Number`, linear interpolation will be applied.
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- If the curve value inherits from `ValueType`, the `lerp` function of `ValueType` will be called to complete the interpolation. `lerp` methods for most value types built into Cocos Creator are implemented as linear interpolation, e.g.: `Vec3`, `vec4`, etc.
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- If the curve value is [interpolable](__APIDOC__/en/#/docs/3.3/en/animation/Interface/ILerpable), the `lerp` function for the curve value will be called to complete the interpolation[^1].
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- If the curve value is [interpolable](__APIDOC__/en/#/docs/3.4/en/animation/Interface/ILerpable), the `lerp` function for the curve value will be called to complete the interpolation[^1].
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- If the curve value does not satisfy any of the above conditions, or when the `interpolate` property of the curve data is `false`, no interpolation will be performed and the curve value from the previous frame will always be used as the result.
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| WrapMode.Loop | Loop
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| PingPong | Play from the beginning to the end of the animation, then play back to the beginning from the end, and so on.
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For more wrap modes, please refer to the [WrapMode](__APIDOC__/en/#/docs/3.3/en/animation/Class/AnimationState?id=wrapmode) API and the [Wrap Mode and Repeat Count](./animation-state.md#wrap-mode-and-repeat-count) documentation.
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For more wrap modes, please refer to the [WrapMode](__APIDOC__/en/#/docs/3.4/en/animation/Class/AnimationState?id=wrapmode) API and the [Wrap Mode and Repeat Count](./animation-state.md#wrap-mode-and-repeat-count) documentation.
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[^1]: For numeric, quaternion, and various vectors, Cocos Creator provides the appropriate interpolate classes to implement [Cubic Spline Interpolation](https://en.wikipedia.org/wiki/Spline_interpolation).

en/asset/asset-manager-upgrade-guide.md

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- **downloader, loader, md5Pipe, subPackPipe**
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`loader.downloader` can be replaced by `assetManager.downloader`, and `loader.loader` can be replaced by `assetManager.parser`. For details, see [Download and Parse](downloader-parser.md) documentation or the corresponding API documentation [assetManager.downloader](__APIDOC__/en/#/docs/3.3/en/asset-manager/Class/AssetManager?id=downloader) and [assetManager.parser](__APIDOC__/en/#/docs/3.3/en/asset-manager/Class/AssetManager?id=parser).
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`loader.downloader` can be replaced by `assetManager.downloader`, and `loader.loader` can be replaced by `assetManager.parser`. For details, see [Download and Parse](downloader-parser.md) documentation or the corresponding API documentation [assetManager.downloader](__APIDOC__/en/#/docs/3.4/en/asset-manager/Class/AssetManager?id=downloader) and [assetManager.parser](__APIDOC__/en/#/docs/3.4/en/asset-manager/Class/AssetManager?id=parser).
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> **Note**: for performance, modularity and readability reasons, `loader.assetLoader`, `loader.md5Pipe`, `loader.subPackPipe` have been merged into `assetManager.transformPipeline`. Remember to avoid using any of the methods and properties in these three modules. Details about `assetManager.transformPipeline` can be found in [Pipeline and Tasks](pipeline-task.md) documentation.
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en/asset/pipeline-task.md

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For details, please refer to the type [AssetManager.Task](__APIDOC__/en/#/docs/3.3/en/asset-manager/Class/AssetManager?id=task).
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For details, please refer to the type [AssetManager.Task](__APIDOC__/en/#/docs/3.4/en/asset-manager/Class/AssetManager?id=task).

en/asset/render-texture.md

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![SAMPLE_FROM_RT](render-texture/SampleFormRT.png)
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For more information about the usage, please refer to the example [RenderTexture](https://github.com/cocos-creator/test-cases-3d/tree/v3.3/assets/cases/rendertexture).
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For more information about the usage, please refer to the example [RenderTexture](https://github.com/cocos-creator/test-cases-3d/tree/v3.4/assets/cases/rendertexture).

en/asset/scene.md

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When needing to switch **Scenes** in the game, use the [director.loadScene()](__APIDOC__/en/#/docs/3.3/en/core/Class/Director?id=loadscene) API to implement dynamic scene loading and switching in the game.
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When needing to switch **Scenes** in the game, use the [director.loadScene()](__APIDOC__/en/#/docs/3.4/en/core/Class/Director?id=loadscene) API to implement dynamic scene loading and switching in the game.
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With the auto releasing enabled for a scene, if some of the scene's assets are saved in the script as "special reference", these references will become invalid once the scene switched, since the asset has been released, may cause rendering problems. To prevent these assets from being released automatically, we can use [Asset.addRef](__APIDOC__/en/#/docs/3.3/en/asset/Class/Asset?id=addref) to retain them.
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With the auto releasing enabled for a scene, if some of the scene's assets are saved in the script as "special reference", these references will become invalid once the scene switched, since the asset has been released, may cause rendering problems. To prevent these assets from being released automatically, we can use [Asset.addRef](__APIDOC__/en/#/docs/3.4/en/asset/Class/Asset?id=addref) to retain them.
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> "Special reference" refer to references in the form of global variables, singleton, closures, "dynamic assets", and so on.<br>
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> "Dynamic assets" refer to assets that are dynamically created or dynamically modified in a script.

en/asset/sprite-frame.md

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For API information, please refer to the [SpriteFrame](__APIDOC__/en/#/docs/3.4/en/asset/Class/SpriteFrame) documentation.

en/asset/subpackage-upgrade-guide.md

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For APIs related to the **Asset Bundle**, please refer to the [Asset Bundle API](__APIDOC__/en/#/docs/3.4/en/asset-manager/Class/Bundle) documentation.

en/audio-system/audiosource.md

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> **Note**: `playOneShot` is a one-time play operation, the sound after playing cannot be paused or stopped, and cannot listen to the end-of-play event callback.
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For more audio-related scripting interfaces, please refer to [AudioSource API](__APIDOC__/en/#/docs/3.4/en/component-audio/Class/AudioSource).
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en/concepts/scene/coord.md

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The node hierarchy shown above is the same as the previous figure, except that the **Rotation** property of NodeA on the z-axis is set to **60** degrees, notice that in addition to NodeA itself being **counterclockwise** rotated by 60 degrees on the z-axis, its child NodeB is also **centered** on the z-axis. NodeB is also rotated **counterclockwise** on NodeA's z-axis. This also means that the rotation property affects the child nodes.
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> **Note**: the [rotation](__APIDOC__/en/#/docs/3.3/en/scene-graph/Class/Node?id=rotation) property on a node is a quaternion that represents the angle of rotation about any axis. The property corresponding to `Rotation` in the **Inspector** is the property [EulerAngles](__APIDOC__/en/#/docs/3.3/en/scene-graph/Class/Node?id=eulerangles). These two properties can be used separately according to your needs. When using the API, make sure to pay attention to the difference between them and the editor panel property names.
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> **Note**: the [rotation](__APIDOC__/en/#/docs/3.4/en/scene-graph/Class/Node?id=rotation) property on a node is a quaternion that represents the angle of rotation about any axis. The property corresponding to `Rotation` in the **Inspector** is the property [EulerAngles](__APIDOC__/en/#/docs/3.4/en/scene-graph/Class/Node?id=eulerangles). These two properties can be used separately according to your needs. When using the API, make sure to pay attention to the difference between them and the editor panel property names.
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In the **Scene** panel, use the [Rotate Transform Tool](../../editor/toolbar/index.md) to set the rotation of the node.
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